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Krull WIP


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#41 Sabbat

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Posted 08 November 2011 - 12:02 PM

I was trying to see if by slight chance there was a gameplay vid on YT for this rarity. Of course there is not but a guy filmed a Krull in attract mode which is pretty cool to watch smile.gif


Edited by Sabbat, 08 November 2011 - 12:02 PM.

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#42 gStAv

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Posted 08 November 2011 - 12:25 PM

Wow! how could I miss this thread!

Awesome that a table so rare like this gets recreated with such high attension to detail!
Go! Go! Kevin!! cool.gif

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#43 kevinleedrum

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Posted 08 November 2011 - 01:13 PM

Thanks for the encouragement, all biggrin.gif

QUOTE (Sabbat @ Nov 8 2011, 08:02 AM) <{POST_SNAPBACK}>
I was trying to see if by slight chance there was a gameplay vid on YT for this rarity. Of course there is not but a guy filmed a Krull in attract mode which is pretty cool to watch smile.gif


Yeah, that video was what made me officially decide to make this table. I love the way the lens catches the lights from under the playfield. And since this table doesn't have any flashers or multiball, that leaves resources available to add some fancy lighting effects like that smile.gif

#44 luvthatapex

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Posted 08 November 2011 - 01:48 PM

I played this in Las Vegas and its a great game. Really a shame it was too much to produce, thats why they only made the prototypes.
I am very happy to see this one get a VP9 full treatment. Thanks for all your work.

#45 kevinleedrum

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Posted 08 November 2011 - 04:49 PM

QUOTE (luvthatapex @ Nov 8 2011, 09:48 AM) <{POST_SNAPBACK}>
I played this in Las Vegas and its a great game. Really a shame it was too much to produce, thats why they only made the prototypes.
I am very happy to see this one get a VP9 full treatment. Thanks for all your work.


I tried to get my girlfriend to buy us tickets to Vegas so I could play Tim Arnold's machine, but she wasn't going for it. Spoil sport..

#46 Mitchell

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Posted 08 November 2011 - 10:32 PM

Wow those tables in the dark room looks cool. I even like those back glass in the dark. I never seen that first shown table before.

Oh by the way. I notice the bumpers on the Krull small play area aren't round. More like tilt back in there. Everything seem getting further back when going forward in that small play area.

Edited by Mitchell, 08 November 2011 - 10:36 PM.

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#47 rcadefrk

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Posted 09 November 2011 - 02:49 AM

QUOTE (kevinleedrum @ Nov 8 2011, 12:49 PM) <{POST_SNAPBACK}>
QUOTE (luvthatapex @ Nov 8 2011, 09:48 AM) <{POST_SNAPBACK}>
I played this in Las Vegas and its a great game. Really a shame it was too much to produce, thats why they only made the prototypes.
I am very happy to see this one get a VP9 full treatment. Thanks for all your work.


I tried to get my girlfriend to buy us tickets to Vegas so I could play Tim Arnold's machine, but she wasn't going for it. Spoil sport..


I just looked that guy up, i thought it was the actor at first. That's a boatload of pinball machine, incredible. Would definately check out Krull if i were there, but probally never happen. Least i'll have the vp version thanks to kevin. I knew they were rare, but only 10? Glad everyone will get the chance to play it. VP8 version rocks, pretty much first table i tried for vp...

#48 kevinleedrum

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Posted 11 November 2011 - 04:22 AM

Phew, one of the harder parts of the redraw is now complete. The Pen Tool and I have a very close relationship now.

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#49 rcadefrk

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Posted 11 November 2011 - 04:56 AM

I don't know how you do it, but i'm glad you do otvclap.gif

Edited by rcadefrk, 11 November 2011 - 04:56 AM.


#50 gStAv

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Posted 11 November 2011 - 07:27 AM

Great work there Kevin!
You're a master at the graphics! hi.gif

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#51 luvthatapex

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Posted 11 November 2011 - 02:31 PM

Wow! Just WOW! clapping.gif

Edited by luvthatapex, 11 November 2011 - 02:32 PM.


#52 kevinleedrum

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Posted 13 November 2011 - 04:28 AM

Still have to redraw the lower playfield, plastics, decals, and apron before I'm done with all the Illustrator work...

Attached Files


Edited by kevinleedrum, 13 November 2011 - 05:32 AM.


#53 Slydog43

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Posted 13 November 2011 - 05:24 AM

Looks PERFECT!

#54 settingsons

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Posted 13 November 2011 - 10:08 AM

Awesome work kevin!


#55 Mitchell

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Posted 13 November 2011 - 10:13 AM

I love all the redraw images. Worship.gif

I willing be checking back. dblthumb.gif

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#56 Sabbat

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Posted 13 November 2011 - 01:23 PM

I had a go at Eala's old version of Krull after seeing your redraw progress lastnight. Can't wait
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#57 Osprey101

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Posted 13 November 2011 - 04:29 PM

QUOTE (Sabbat @ Nov 7 2011, 05:51 AM) <{POST_SNAPBACK}>
Looks amazing.
@osprey,they only made like 10 of these machines. Gottlieb also made a krill video game


LOL! Yeah, I remember that crappy vid games also.

#58 kevinleedrum

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Posted 15 November 2011 - 02:12 AM

I've sent this question out to some people, but I thought I'd go ahead and post it here just in case anyone might happen to have an answer. It's pretty much the only thing I haven't figured out for the scripting. Bare with me, as it gets very nerdy.

The schematics state that there are six #313 strobes controlled by L22, which connects to the auxiliary lamp driver board. The problem here is that there are definitely only 4 strobes connected to the aux board, which is also shown on the schematics. This would mean that there are two strobes controlled by L22 that are outside the auxiliary sequence (unless the number six is a mistake on the schematics).

This would make sense because it would provide a little more light during the "battle with the beast." When you hit the right hole on the lower playfield, the two "eyes" light up, and the lower GI turns off (this is actually the sole purpose of the 'S' relay). The auxiliary lamp sequence (the little glaive lights) is active at this time, but it skips every other cycle because L22 "blinks" when you're battling the beast. That doesn't create a whole lot of light down there, so having a couple blinking strobes above the playfield makes sense. They are probably under plastic to the left and right of the two flippers, but there are some bulbs at the back, as well as the pop bumpers, so I can't be sure which ones are GI and which ones could be the mystery strobes. The lower GI and L22 turn on simultaneously during the attract mode, so the Youtube video doesn't help much here.

Edited by kevinleedrum, 15 November 2011 - 03:57 AM.


#59 luvthatapex

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Posted 15 November 2011 - 02:40 AM

I'm only seeing 4 strobes in the VPM version we worked on. I would think Destruk could shed some light on this question smile.gif


QUOTE (kevinleedrum @ Nov 14 2011, 09:12 PM) <{POST_SNAPBACK}>
I've sent this question out to some people, but I thought I'd go ahead and post it here just in case anyone might happen to have an answer. It's pretty much the only thing I haven't figured out for the scripting. Bare with me, as it gets very nerdy.

The schematics state that there are six #313 strobes controlled by L22, which connects to the auxiliary lamp driver board. The problem here is that there are definitely only 4 strobes connected to the aux board, which is also shown on the schematics. This would mean that there are two strobes controlled by L22 that are outside the auxiliary sequence (unless the number six is a mistake on the schematics).

This would make sense because it would provide a little more light during the "battle with the beast." When you hit the right hole on the lower playfield, the two "eyes" light up, and the lower GI turns off (this is actually the sole purpose of the 'S' relay). The auxiliary lamp sequence (the little glaive lights) is active at this time, but it skips every other cycle because L22 "blinks" when you're battling the beast. That doesn't create a whole lot of light down there, so having a couple blinking strobes above the playfield makes sense. They are probably under plastic to the left and right of the two flippers, but there are some bulbs at the back, as well as the pop bumpers, so I can't be sure which ones are GI and which ones could be the mystery strobes. The lower GI and L22 turn on simultaneously during the attract mode, so the Youtube video doesn't help much here.



#60 kevinleedrum

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Posted 15 November 2011 - 03:43 AM

Aha, I've figured it out. The auxiliary lamp driver board is actually just driven off of the 'L' relay (which switches power between the playfields) and is not affected by L22. The six strobes that are driven by L22 are all attached to the bottom of the main playfield.

Edited by kevinleedrum, 15 November 2011 - 03:44 AM.